GlennimusPrime Posted April 8, 2024 Share Posted April 8, 2024 (edited) Hello Houdini Wizards! I'm researching ways to optimise performance and file size when working with rocket trails travelling away from camera. I'm wanting a setup where the Pyro solver division size is more detailed closer to camera and less detailed the further the rocket travels into the distance. Is this a case of simply having multiple pyro sop solvers with overlapping boundaries, each using different division sizes, or is there a better way to do this by creating the older style manual dopnet method and introducing some sort of boxed division areas to tell the sim what resolution to be throughout the depth of the scene? I have attached my basic setup and would love some ideas or thoughts about this subject. rpg_trail_v01.hiplc Edited April 17, 2024 by GlennimusPrime Quote Link to comment Share on other sites More sharing options...
GlennimusPrime Posted April 10, 2024 Author Share Posted April 10, 2024 This is my current solution. Wondering if anyone smarter than me has any better ideas? I've used 'Labs Curve Resample By Density' to resample the rocket trail curve so there are more divisions closer to camera. Then I've measured the curve length and remapped the attribute to a voxel division attribute along the length of the curve, with higher resolution closer to camera. Next I created a bounding box around each primitive section with some padding - Each box size and centre are then referenced into separate dopnets, along with the voxel resolution point attribute created from the curve. The result is multiple dopnets each outputting a different voxel division size from 0.01 to 0.1, with bound limits set to match the reference boxes. File is attached if anyone has any better ideas? rpg_trail_v02.hiplc Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted April 10, 2024 Share Posted April 10, 2024 Hi, you can use multiple smoke objects in one dop network also. rpg_trail_v02_01.hipnc 2 Quote Link to comment Share on other sites More sharing options...
hannes603 Posted April 10, 2024 Share Posted April 10, 2024 8 hours ago, vicvvsh said: Hi, you can use multiple smoke objects in one dop network also. rpg_trail_v02_01.hipnc 1.04 MB · 3 downloads wow i was not aware, this is working so easy like that o.O Quote Link to comment Share on other sites More sharing options...
GlennimusPrime Posted April 11, 2024 Author Share Posted April 11, 2024 21 hours ago, vicvvsh said: Hi, you can use multiple smoke objects in one dop network also. rpg_trail_v02_01.hipnc 1.04 MB · 4 downloads This is very cool! After many years of Houdini, I'm ashamed to say I never knew about this! Thank you. 2 Quote Link to comment Share on other sites More sharing options...
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